Here are a number of screenshots from the latest build of the Power Render 3D
engine.

Top left - Detail entities for grass. These are procedurally generated around
the camera according to a vegetation map as you move around the world.
Top right - A skinned character casting stencil buffered shadows on the terrain
and herself. (self shadowing)
Middle Left - Above the trees looking down at the character in the middle
Middle Right - Underwater view. The water now distorts the world above.
Bottom Left - Realtime reflective water on Geforce3 with proper water plane
clipping (only portions of triangles above water are reflected)
Bottom Right - Some rocks casting stencil shadows into grass/weed rendering
using simple volumetric texture layers.

Keep in mind this is programmer art. I only have one tree and a few other rock
and log objects I am testing with.